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The fact that computer games, and even more online, bring a lot of harm was discussed more than once, but each subject as a coin has two sides. Those. on the other hand, the good is hidden. What, what? It completely depends on the game itself and its genre. In our time, practically every second person has played or sometimes plays online games. There are many stories about how people broke their health and suffered a material loss because of online games. These cases occurred not just because of games, but were caused by external factors, for example, moral or mental deviations. In healthy people playing games and giving it a reasonable amount of their time from this only improved the development of their abilities - logical thinking, reaction and others. Harm or benefit - what more are actually brought online games are still arguing, but the vast majority are still confident that the benefits. The ratio of supporters is constantly fluctuating, but still slowly but surely leaning aside that all the same more benefit. Based on the genre of the game you can find out how it can be useful to you, and how harmful it is ..

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Ala Tores commented on Paul Nilsson's post over 1 year

"Mobile games will someday beat other segments of online games due to the availability and prevalence of smartphones," says Gevorg Hakobyan. So, in the market smart phones specially for games are already developed. For example, the American startup Wonder plans to release a "hybrid of a powerful smartphone and game console." http://www.y7gamer.com/
 
The investors of the project are Grishin Robotics Foundation Chairman of the Board of Directors and co-founder of Mail.Ru Group Dmitry Grishin, Chinese electronics corporation TCL (produces smartphones under the brand Alcatel), footballer Gerard Piquet, singer Shakira and other investors. Plans for the release of a powerful 10-core gaming smartphone were also in the Taiwanese company Acer. http://www.y8games.center/ 

 
"The development of the hardware capabilities of mobile devices gives developers more and more opportunities for experiments. The success of games like Pokemon Go, Minecraft: Pocket Edition and War Robots, shows that in the next few years more genres will appear on the mobile market, some of which were previously claimed only on desktops or consoles, "says Vasily Maguryan. http://iogames.center/ 
 
 
 
The development of the online computer games market primarily affects the expansion of the PC user base, which positively affects the industry, says Acer's CEO in Russia Dmitry Kravchenko. http://www.girlsgogamess.org/
According to him, on gaming laptops in Russia already now account for about 10% in pieces and 20% in money from laptop sales in general, and this share is growing. "Among gamers there are many who want to play with a good picture and without delays, so they buy specialized gaming desktops and laptops," says Kravchenko. http://www.friver.org/
The growth of the online games market definitely has a positive impact on the development and promotion of e-sports, says Nikita Bokarev, head of the media management department at the ESforce holding company. http://www.frivcom4.com/
"With the growth that mobile games have shown over the past few years, we can expect a significant expansion in the number of mobile games presented in e-sports, as well as in the quantity and quality of competitions conducted according to these games," says Bokarev. http://www.friv3-games.com/
Despite the fact that the dynamics of revenue growth from mobile games is great, 9% growth for the entire online games market is not a very impressive result.  http://www.y9gamer.com/
"In addition to obvious economic factors, market growth is hampered by the fact that during a year no product appeared that would become a leader in an already existing niche or create a new one," said Gevorg Hakobyan. - In addition, the revenue from the most popular client and mobile games is gradually falling - this is inevitable. Players lose interest and switch to new projects. "
 

Ala Tores commented on Matt Heslington's post over 1 year

The volume of the Russian online games market (including revenues from mobile games, multiplayer online games and games in social networks) in the end of 2016 amounted to 56.7 billion rubles, which is 9% higher than in the previous year, according to a study by Mail.Ru Group. http://www.kizigamesxl.com/

 
At the same time, the highest revenue growth - 54%, to 16.3 billion rubles., - Developed mobile games. In 2016, mobile games first came in second place in terms of revenue in Russia, outstripping social games, and occupied almost a third of the total market - 29%. In general, the segment of mobile games over the past five years has grown tenfold. http://www.friv5online.com/
 
 
"The situation on the Russian market clearly reflects the overall global trend: the main driver of the growth of the gaming market is mobile games that confidently win positions in more mature segments," says the head of the Mail.Ru Group game board Vasily Maguryan. http://www.kizi2games.net/
 
 
Nevertheless, the most popular in Russia are multiplayer online games, in 2016 their share in the market was 53% - about 30.3 billion rubles. The revenue of the Mail.Ru Group itself, which is one of the main developers of online games in Russia, in this segment for the year 2016 increased by 21.2% and amounted to 11.3 million rubles. http://www.friv2online.com/
 
 
"On the indirect items of income from video and streaming platforms, advertising, co-brands, sales of merchandise, multiplayer online games will remain out of the competition for the foreseeable future," said Giorg Hakobyan, representative of Riot Games in Russia and the CIS. http://gungamesz.com/ 
The growth rate of the Russian market last year also corresponds to the global dynamics. According to Newzoo, the global online game market in 2016 grew by 8.5%, to $ 99.6 billion. http://www.friv4online.com/
Some mobile games in 2016 produced a viral effect. One of the most popular games around the world - Pokemon Go - during the first two months after launch caused a real boom among users. So, in August the number of players in Pokemon Go in Moscow reached 1.37 million, and in the US exceeded 10 million. http://www.friv1000games.org/
The game brought its creator Niantic more than $ 1 billion in just seven months from launch. Niantic Labs developed it under the license of The Pokemon Company, a shareholder of both companies is a video game maker Nintendo. A week after the release of the mobile game, Nintendo's capitalization increased from $ 17 billion to $ 30.95 billion, and two weeks later the company's shares rose more than 50%.

Ala Tores commented on Chris Johnston's post over 1 year

Children are most vulnerable
Children and adolescents easily succumb to temptations in connection with the yet unformed psyche. Creating a monster, running around and killing everyone around him, they invisibly get used to this role. What further leads to cruelty and aggression. The level of child crime is increasing. Particularly dangerous kinds of games are various rpg, shooters and races. The weakest and not stable teenagers lose the sense of reality, not sometimes distinguishing the game world from the real one.
In many countries, most games are prohibited by law, since they pose a real threat to society. At us in any shop it is possible to buy a disk or to download on the Internet the most bloody and severe game.
To the child's physical health, this causes no less tangible damage. Spending a lot of time in a sitting position deforms the spine, which in the future will lead to bad consequences. The most dangerous for the eyes of those io games, playing in which the pupil moves little and there is insufficient moistening of the eyeball. The child is better to choose logical games or games, where you need to run more eyes and think logically. However, the line between reality and what is happening on the computer screen is very thin, so everything should be in moderation and without fanaticism.

Ala Tores commented on FranzZemen's post over 1 year

What is the danger for adults?
What is the threat of hobby for computer frive games to an adult with an already formed psyche? Only at first glance, it seems that only children come across. This statement is erroneous. The first thing to note is the presence of complexes and the unwillingness to contact others. Dependent are those who were outcasts in school, college, at work and just weak people who can not stand up for themselves. It is much easier to be a hero in unreality.
The second is a senseless waste of money. On the official websites of any game, there are many proposals to invest real money and participate in various promotions, and, the more you throw, the steeper and stronger you will be. With this, often problems in the family, deteriorating health, excessive absent-mindedness.
But not only our own lives we destroy with our hobby, but also those who surround us. It is primarily children who like a sponge absorb any of our actions. Having seen mom or dad for hours sitting at the computer, they begin to copy the behavior of an adult, believing that this is normal. Grief, parents later can not understand what happened to their child?

Ala Tores commented on Paul Nilsson's post over 1 year

The most harmful threat of online Y8 games is nothing more than a game addiction. Dependence is a disease. This is something even similar to alcoholism, smoking and drug addiction. Such diseases require medical care, long rehabilitation and support for a loved one.
Those trapped in a network of such traps become prisoners of their own ailment. Initially, everything seems quite harmless: just an option to rest and distract from problems. But not for long, in order to wallow in this marsh forever. Dependence on computer games is a serious matter. Igroman does not need more in the real world, there is no desire to break off into sleep, food and even personal hygiene. The colors of the environment fade away. I want to plow the unexplored expanses, forgetting about family and worldly problems. This is fatal for people of any age.

Ala Tores commented on banacan's post over 1 year

Another negative point of computer games is self-doubt. Feeling a superhero in a virtual life, the child seems that in reality everything is quite simple. But returning to the real world, the teenager quickly understands that success is achieved not by one only pressing a key. There is growing insecurity, anger towards others, depression - all this often leads to suicide.
And even if not all adults are able to succumb to the mental effects of virtual entertainment, their fruits from frequent seats behind computer games, they still reap: poor vision, a twisted backbone, excess weight, problems with the musculoskeletal system, nervousness and insomnia. In addition, gambling can be a serious reason for the collapse of the family. At present, the number of cases when a married couple disintegrates not only because of drunkenness or betrayal of one of the spouses, but also because of the game addiction has increased. Outside the virtual world, an inveterate gamer becomes distracted, can not concentrate on matters, ignores his duties, which leads to a number of problems in his career.
Of course, it's impossible to deny the use of some computer kizi games (puzzles, logic games), but forget about the harmful impact of virtual entertainment is not worth it. The main thing is to know the extent and health problems in everything and can easily be avoided in life.

Ala Tores commented on boat moter's post over 1 year

The main danger that lies in computer games is addiction. Like any drug or alcohol, online entertainment can outshine the human mind. Getting into virtual dependence, a person completely disconnects from the real world until the refusal of food and sleep. Gambling addiction is a serious mental disorder that can only be treated by medical treatment.
A special risk group is children - preschoolers and adolescents. And if an adult is able not to succumb to virtual dependence, then children's minds and psyche that have not yet fully developed quickly fall under the negative influence of the computer.
In addition, adults have a more acute sense of time than children, which means that a small child or teenager can spend several hours at a time playing computer games while he seems to be playing for only a few minutes. Danger is virtual entertainment and for the parent wallet. What teenager does not want to quickly pump his hero, without spending months of persistence and expectation? Most online friv games to date provide a similar service for a fee.

Ala Tores commented on Matt Heslington's post over 1 year

In our time without a computer anywhere: there are collected and necessary for work and training programs, and useful communications, and entertainment in the form of friv computer games. The latter, unfortunately, is gradually becoming the problem of all mankind.
Every year the entertainment industry presents new arcades, simulators and adventure games with exciting stories and vivid illustrations to gamers. To refuse such virtual pleasure is sometimes difficult for children and adults alike. What harm do computer games bring to the minds of children and adults and what is the reason for entertainment on the web?

Ala Tores commented on Chris Johnston's post over 1 year

Adventure and quests. It is these genres like no other are based on logical thinking, they need to solve a variety of tasks and riddles. Ask why they are following the strategies and are not even on the same level with them? But because often developers take for the maintenance of any murders, offenses, which leaves its imprint in the head of the gamer.
Role games and action genre. Games of these genres are at the very bottom of usefulness. In addition to developing the reaction and rest and good relaxation, players from these games get nothing. Although a good discharge is sometimes more useful than all of the above ...
A couple of words about the popularity of MMORPG genre friv games. Influences on the psyche, they do not have almost no, but that's the time for obtaining pleasure and result is very much taken away ... And in articles about the harmfulness of games reviews about this genre are not very good to put it mildly.

Ala Tores commented on FranzZemen's post over 1 year

Strategies. The most popular genre for fans of online friv games. They occupy the first place in the list. A glorious attribute of these games is mental activity. In the absence of thinking, logic and tactics, there is no sense in playing this genre, and therefore, periodically playing such games this will be a practice of these abilities. By the way, there are a lot of historical strategies that have a real historical basis or offer masses of variants of the development of other scenarios of history based on any perfect actions. If any influence is on the human psyche, then it is minimal.

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  • Proper use of mixins

    By Chris Johnston

    center top-bar @import

    Hi I was trying to find a way to center my images in a top-bar. I found very useful advice in a post just searching the internet. It lead me to this on Github: https://github.com/zurb/foundation/blob/f185aeb1419f4fce4aad0c341b6de4f44f382ac9/scss/foundati... (continued)

    Last Reply by Rosy about 1 year ago



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You commented on Paul Nilsson's post over 1 year

"Mobile games will someday beat other segments of online games due to the availability and prevalence of smartphones," says Gevorg Hakobyan. So, in the market smart phones specially for games are already developed. For example, the American startup Wonder plans to release a "hybrid of a powerful smartphone and game console." http://www.y7gamer.com/
 
The investors of the project are Grishin Robotics Foundation Chairman of the Board of Directors and co-founder of Mail.Ru Group Dmitry Grishin, Chinese electronics corporation TCL (produces smartphones under the brand Alcatel), footballer Gerard Piquet, singer Shakira and other investors. Plans for the release of a powerful 10-core gaming smartphone were also in the Taiwanese company Acer. http://www.y8games.center/ 

 
"The development of the hardware capabilities of mobile devices gives developers more and more opportunities for experiments. The success of games like Pokemon Go, Minecraft: Pocket Edition and War Robots, shows that in the next few years more genres will appear on the mobile market, some of which were previously claimed only on desktops or consoles, "says Vasily Maguryan. http://iogames.center/ 
 
 
 
The development of the online computer games market primarily affects the expansion of the PC user base, which positively affects the industry, says Acer's CEO in Russia Dmitry Kravchenko. http://www.girlsgogamess.org/
According to him, on gaming laptops in Russia already now account for about 10% in pieces and 20% in money from laptop sales in general, and this share is growing. "Among gamers there are many who want to play with a good picture and without delays, so they buy specialized gaming desktops and laptops," says Kravchenko. http://www.friver.org/
The growth of the online games market definitely has a positive impact on the development and promotion of e-sports, says Nikita Bokarev, head of the media management department at the ESforce holding company. http://www.frivcom4.com/
"With the growth that mobile games have shown over the past few years, we can expect a significant expansion in the number of mobile games presented in e-sports, as well as in the quantity and quality of competitions conducted according to these games," says Bokarev. http://www.friv3-games.com/
Despite the fact that the dynamics of revenue growth from mobile games is great, 9% growth for the entire online games market is not a very impressive result.  http://www.y9gamer.com/
"In addition to obvious economic factors, market growth is hampered by the fact that during a year no product appeared that would become a leader in an already existing niche or create a new one," said Gevorg Hakobyan. - In addition, the revenue from the most popular client and mobile games is gradually falling - this is inevitable. Players lose interest and switch to new projects. "
 

You commented on Matt Heslington's post over 1 year

The volume of the Russian online games market (including revenues from mobile games, multiplayer online games and games in social networks) in the end of 2016 amounted to 56.7 billion rubles, which is 9% higher than in the previous year, according to a study by Mail.Ru Group. http://www.kizigamesxl.com/

 
At the same time, the highest revenue growth - 54%, to 16.3 billion rubles., - Developed mobile games. In 2016, mobile games first came in second place in terms of revenue in Russia, outstripping social games, and occupied almost a third of the total market - 29%. In general, the segment of mobile games over the past five years has grown tenfold. http://www.friv5online.com/
 
 
"The situation on the Russian market clearly reflects the overall global trend: the main driver of the growth of the gaming market is mobile games that confidently win positions in more mature segments," says the head of the Mail.Ru Group game board Vasily Maguryan. http://www.kizi2games.net/
 
 
Nevertheless, the most popular in Russia are multiplayer online games, in 2016 their share in the market was 53% - about 30.3 billion rubles. The revenue of the Mail.Ru Group itself, which is one of the main developers of online games in Russia, in this segment for the year 2016 increased by 21.2% and amounted to 11.3 million rubles. http://www.friv2online.com/
 
 
"On the indirect items of income from video and streaming platforms, advertising, co-brands, sales of merchandise, multiplayer online games will remain out of the competition for the foreseeable future," said Giorg Hakobyan, representative of Riot Games in Russia and the CIS. http://gungamesz.com/ 
The growth rate of the Russian market last year also corresponds to the global dynamics. According to Newzoo, the global online game market in 2016 grew by 8.5%, to $ 99.6 billion. http://www.friv4online.com/
Some mobile games in 2016 produced a viral effect. One of the most popular games around the world - Pokemon Go - during the first two months after launch caused a real boom among users. So, in August the number of players in Pokemon Go in Moscow reached 1.37 million, and in the US exceeded 10 million. http://www.friv1000games.org/
The game brought its creator Niantic more than $ 1 billion in just seven months from launch. Niantic Labs developed it under the license of The Pokemon Company, a shareholder of both companies is a video game maker Nintendo. A week after the release of the mobile game, Nintendo's capitalization increased from $ 17 billion to $ 30.95 billion, and two weeks later the company's shares rose more than 50%.

You commented on Chris Johnston's post over 1 year

Children are most vulnerable
Children and adolescents easily succumb to temptations in connection with the yet unformed psyche. Creating a monster, running around and killing everyone around him, they invisibly get used to this role. What further leads to cruelty and aggression. The level of child crime is increasing. Particularly dangerous kinds of games are various rpg, shooters and races. The weakest and not stable teenagers lose the sense of reality, not sometimes distinguishing the game world from the real one.
In many countries, most games are prohibited by law, since they pose a real threat to society. At us in any shop it is possible to buy a disk or to download on the Internet the most bloody and severe game.
To the child's physical health, this causes no less tangible damage. Spending a lot of time in a sitting position deforms the spine, which in the future will lead to bad consequences. The most dangerous for the eyes of those io games, playing in which the pupil moves little and there is insufficient moistening of the eyeball. The child is better to choose logical games or games, where you need to run more eyes and think logically. However, the line between reality and what is happening on the computer screen is very thin, so everything should be in moderation and without fanaticism.

You commented on FranzZemen's post over 1 year

What is the danger for adults?
What is the threat of hobby for computer frive games to an adult with an already formed psyche? Only at first glance, it seems that only children come across. This statement is erroneous. The first thing to note is the presence of complexes and the unwillingness to contact others. Dependent are those who were outcasts in school, college, at work and just weak people who can not stand up for themselves. It is much easier to be a hero in unreality.
The second is a senseless waste of money. On the official websites of any game, there are many proposals to invest real money and participate in various promotions, and, the more you throw, the steeper and stronger you will be. With this, often problems in the family, deteriorating health, excessive absent-mindedness.
But not only our own lives we destroy with our hobby, but also those who surround us. It is primarily children who like a sponge absorb any of our actions. Having seen mom or dad for hours sitting at the computer, they begin to copy the behavior of an adult, believing that this is normal. Grief, parents later can not understand what happened to their child?

You commented on Paul Nilsson's post over 1 year

The most harmful threat of online Y8 games is nothing more than a game addiction. Dependence is a disease. This is something even similar to alcoholism, smoking and drug addiction. Such diseases require medical care, long rehabilitation and support for a loved one.
Those trapped in a network of such traps become prisoners of their own ailment. Initially, everything seems quite harmless: just an option to rest and distract from problems. But not for long, in order to wallow in this marsh forever. Dependence on computer games is a serious matter. Igroman does not need more in the real world, there is no desire to break off into sleep, food and even personal hygiene. The colors of the environment fade away. I want to plow the unexplored expanses, forgetting about family and worldly problems. This is fatal for people of any age.

You commented on banacan's post over 1 year

Another negative point of computer games is self-doubt. Feeling a superhero in a virtual life, the child seems that in reality everything is quite simple. But returning to the real world, the teenager quickly understands that success is achieved not by one only pressing a key. There is growing insecurity, anger towards others, depression - all this often leads to suicide.
And even if not all adults are able to succumb to the mental effects of virtual entertainment, their fruits from frequent seats behind computer games, they still reap: poor vision, a twisted backbone, excess weight, problems with the musculoskeletal system, nervousness and insomnia. In addition, gambling can be a serious reason for the collapse of the family. At present, the number of cases when a married couple disintegrates not only because of drunkenness or betrayal of one of the spouses, but also because of the game addiction has increased. Outside the virtual world, an inveterate gamer becomes distracted, can not concentrate on matters, ignores his duties, which leads to a number of problems in his career.
Of course, it's impossible to deny the use of some computer kizi games (puzzles, logic games), but forget about the harmful impact of virtual entertainment is not worth it. The main thing is to know the extent and health problems in everything and can easily be avoided in life.

You commented on boat moter's post over 1 year

The main danger that lies in computer games is addiction. Like any drug or alcohol, online entertainment can outshine the human mind. Getting into virtual dependence, a person completely disconnects from the real world until the refusal of food and sleep. Gambling addiction is a serious mental disorder that can only be treated by medical treatment.
A special risk group is children - preschoolers and adolescents. And if an adult is able not to succumb to virtual dependence, then children's minds and psyche that have not yet fully developed quickly fall under the negative influence of the computer.
In addition, adults have a more acute sense of time than children, which means that a small child or teenager can spend several hours at a time playing computer games while he seems to be playing for only a few minutes. Danger is virtual entertainment and for the parent wallet. What teenager does not want to quickly pump his hero, without spending months of persistence and expectation? Most online friv games to date provide a similar service for a fee.

You commented on Matt Heslington's post over 1 year

In our time without a computer anywhere: there are collected and necessary for work and training programs, and useful communications, and entertainment in the form of friv computer games. The latter, unfortunately, is gradually becoming the problem of all mankind.
Every year the entertainment industry presents new arcades, simulators and adventure games with exciting stories and vivid illustrations to gamers. To refuse such virtual pleasure is sometimes difficult for children and adults alike. What harm do computer games bring to the minds of children and adults and what is the reason for entertainment on the web?

You commented on Chris Johnston's post over 1 year

Adventure and quests. It is these genres like no other are based on logical thinking, they need to solve a variety of tasks and riddles. Ask why they are following the strategies and are not even on the same level with them? But because often developers take for the maintenance of any murders, offenses, which leaves its imprint in the head of the gamer.
Role games and action genre. Games of these genres are at the very bottom of usefulness. In addition to developing the reaction and rest and good relaxation, players from these games get nothing. Although a good discharge is sometimes more useful than all of the above ...
A couple of words about the popularity of MMORPG genre friv games. Influences on the psyche, they do not have almost no, but that's the time for obtaining pleasure and result is very much taken away ... And in articles about the harmfulness of games reviews about this genre are not very good to put it mildly.

You commented on FranzZemen's post over 1 year

Strategies. The most popular genre for fans of online friv games. They occupy the first place in the list. A glorious attribute of these games is mental activity. In the absence of thinking, logic and tactics, there is no sense in playing this genre, and therefore, periodically playing such games this will be a practice of these abilities. By the way, there are a lot of historical strategies that have a real historical basis or offer masses of variants of the development of other scenarios of history based on any perfect actions. If any influence is on the human psyche, then it is minimal.

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